History Main / SoundCodedForYourConvenience

* This dates back quite a bit. Both ''VideoGame/{{Doom}}'' and ''VideoGame/Wolfenstein3D'' have recognizable sounds for enemies. *chitter* Oh, shit, cacodemon!** "[[GratuitousGerman Schutzstaffel.]]"

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* This dates back quite a bit. Both ''VideoGame/{{Doom}}'' and ''VideoGame/Wolfenstein3D'' have recognizable sounds for enemies. *chitter* Oh, shit, cacodemon!From the growls of the zombiemen, to the hisses of the imps, and the veritably pants-filling roar of Barons of Hell, every single monster (well, aside from the zombies, who all have similar noises) has its own unique alert sound. Zombies and imps will produce relatively human-like cries of pain upon being damaged, while all other hellspawn will just monotonously moan.** "[[GratuitousGerman Schutzstaffel.]]"]]" Your pants will fill if you hear this and you can't see the SS trooper, as damage is surprisingly realistic, and a sustained MP40 spray to your back is not something you want to experience.

* ''VideoGame/LittleBigPlanet'': Collecting new Prize Bubbles, as in the ones that still have a prize in them. For example, Music Items have an opera lady singing, Sound Objects have a Horn Honking, and Stickers make a splat sound.

* In the ''TetrisTheGrandMaster'' series, each piece has a distinct sound effect that plays whenever it is the next piece that will spawn. This becomes especially useful at higher speeds, when pieces lock sooner leaving you with less time to concentrate and glance up at the top of the screen. Additionally, whenever you are close to a level that will significantly impact the game's speed, the music will cut out and go silent until you reach that level.

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* In the ''TetrisTheGrandMaster'' ''VideoGame/TetrisTheGrandMaster'' series, each piece has a distinct sound effect that plays whenever it is the next piece that will spawn. This becomes especially useful at higher speeds, when pieces lock sooner leaving you with less time to concentrate and glance up at the top of the screen. Additionally, whenever you are close to a level that will significantly impact the game's speed, the music will cut out and go silent until you reach that level.

* In the arcade version of ''{{Klax}}'', each colour of tile produced their own unique sound effect as they tumbled down the play area. For example, green tiles produced a woodblock sound, yellows a cowbell sound and oranges a low "splat" sound.

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* In the arcade version of ''{{Klax}}'', ''VideoGame/{{Klax}}'', each colour of tile produced their own unique sound effect as they tumbled down the play area. For example, green tiles produced a woodblock sound, yellows a cowbell sound and oranges a low "splat" sound.

* [[VideoGame/XComEnemyUnknown X-COM: Enemy Unknown]] and it's DLC Enemy Within there are sound cues to tell you what enemies are on the map. Most [[OhCrap recognizable]] are screeching calls of [[DemonicSpiders Chryssalids]] and booming footsteps of [[WalkingTank Sectopods]]. In the DLC, Meld Canister sound also becomes more 'frantic' as its timer approaches zero.

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* In [[VideoGame/XComEnemyUnknown X-COM: Enemy Unknown]] and it's DLC Enemy Within there are sound cues to tell you what enemies are on the map. Most [[OhCrap recognizable]] are screeching calls of [[DemonicSpiders Chryssalids]] and booming footsteps of [[WalkingTank Sectopods]]. In the DLC, Meld Canister sound also becomes more 'frantic' as its timer approaches zero.

* [[VideoGame/XComEnemyUnknown X-COM: Enemy Unknown]] and it's DLC Enemy Within there are sound cues to tell you what enemies are on the map. Most [[OhCrap recognizable]] are screeching calls of [[DemonicSpiders Chryssalids]] and booming footsteps of [[WalkingTank Sectopods]]. In the DLC, Meld Canister sound also becomes more 'frantic' as its timer approaches zero.

* ''VideoGame/KnightsInTheNightmare'' has this ''out the freaking wazoo'', almost to StopHelpingMe levels. Pretty much everything that happens on screen is commented on by the knights ("The sword attached. The duelist activated. Enemy attack!"), and given the pace of the action, this becomes a constant stream of commentary.

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* ''VideoGame/KnightsInTheNightmare'' has this ''out the freaking wazoo'', almost to StopHelpingMe AnnoyingVideoGameHelper levels. Pretty much everything that happens on screen is commented on by the knights ("The sword attached. The duelist activated. Enemy attack!"), and given the pace of the action, this becomes a constant stream of commentary.

** In ''VideoGame/{{Fallout 4}}'', the bombs carried by [[ActionBomb Super Mutant Suiciders]] beep when they are alerted and charging towards you. Also, mini-nukes launched from the Fat Man now have a BombWhistle sound; if you happen to be on the receiving end, you can only duck, cover, and [[OneHitKill kiss your ass goodbye]].

* In ''VideoGame/{{Splatoon}}'', every weapon type has a different sound (although some have very similar sounds, like the Squiffers and the Bamboozlers). When played in surround sound or with headphones, the game also plays sounds coming from other participants in their specific direction, so an observant player can react accordingly. Every action a player makes also has a unique sound effect, such as shooting when out of ink or when his or her [[LimitBreak special weapon]] is ready for use, so they can be fully aware of their status without needing to look at the HUD.

* The SuperSmashBrothers series has these too. There's the distinctive "Ping!" sound of the Home-Run Bat and certain moves if they hit a sweet spot, indicating powerful attacks, the crackling sound of someone's shield breaking, the crowd cheering for a character that does well and the announcer popping in to announce that a player has been knocked out of the game if there's more than two players.

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* The SuperSmashBrothers ''VideoGame/SuperSmashBros'' series has these too. There's the distinctive "Ping!" sound of the Home-Run Bat and certain moves if they hit a sweet spot, indicating powerful attacks, the crackling sound of someone's shield breaking, the crowd cheering for a character that does well and the announcer popping in to announce that a player has been knocked out of the game if there's more than two players.

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